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Ttiki

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Everything posted by Ttiki

  1. Hello everyone. I'm working on a new demo for Twisted Minds and wanted to use decals for drawing a path on the floor. (See the screenshot below.) However, whenever the decal entity left the screen, the whole decal disappears. Here is a little video showing this problem. 2021-05-15 15-25-32.mp4 As you can see on the video, I set up the view range to infinite just to test and occlusion culling is disabled. I don't know what I'm missing, if I'm missing something, or if I'm not using decals correctly. Could anyone lighten up my lantern, please? Kindly, Ttiki.
  2. Ttiki

    Linux Test

    Looks pretty good to me. I think all the blurriness is caused by the VM. The checkmark and radio button mark are not high res, though. And the toggle button doesn't give much information about its state. The text lowers a bit, but that's all there is. Toggle off toggle on I used Ubuntu 20.04.1 LTS with GNOME version 3.36.8.
  3. When you launch Leadwerks, in your Script folder there is a file called Main.lua. In it you'll be able to change the name of your application's window and change the startup map. import("Scripts/Menu.lua") --Initialize Steamworks (optional) --Steamworks:Initialize() --Initialize analytics (optional). Create an account at www.gameamalytics.com to get your game keys --[[if DEBUG==false then Analytics:SetKeys("GAME_KEY_xxxxxxxxx", "SECRET_KEY_xxxxxxxxx") Analytics:Enable() end]] --Set the application title title="TEMP" --Here, you can change the name displayed on the window. --Create a window local windowstyle = 0 local winwidth local winheight local gfxmode = System:GetGraphicsMode(System:CountGraphicsModes()-1) if System:GetProperty("devmode")=="1" then gfxmode.x = math.min(1280,gfxmode.x) gfxmode.y = Math:Round(gfxmode.x * 9 / 16) windowstyle = Window.Titlebar else gfxmode.x = System:GetProperty("screenwidth",gfxmode.x) gfxmode.y = System:GetProperty("screenheight",gfxmode.y) windowstyle = Window.Fullscreen end window = Window:Create(title,0,0,gfxmode.x,gfxmode.y,windowstyle) if window == nil then gfxmode = System:GetGraphicsMode(System:CountGraphicsModes()-1) window = Window:Create(title,0,0,gfxmode.x,gfxmode.y,windowstyle) end --Create the graphics context context=Context:Create(window,0) if context==nil then return end --Create a world world=World:Create() local gamemenu = BuildMenu(context) --Load a map local mapfile = System:GetProperty("map","Maps/start.map") --Here, change Mpas/start.map by the name of your first map you want to load (or rename your first map start.map, your choice) if mapfile~="" then if Map:Load(mapfile)==false then return end prevmapname = FileSystem:StripAll(changemapname) --Send analytics event Analytics:SendProgressEvent("Start",prevmapname) gamemenu.newbutton:Hide() gamemenu.resumebutton:Show() window:HideMouse() else gamemenu:Show() end while window:Closed()==false do --Show game menu when escape key is hit if gamemenu:Hidden() then if window:KeyHit(Key.Escape) then Time:Pause() gamemenu:Show() end end --Update events while EventQueue:Peek() do local event = EventQueue:Wait() event = gamemenu:ProcessEvent(event) end --Handle map change if changemapname~=nil then --Pause the clock Time:Pause() --Pause garbage collection System:GCSuspend() --Clear all entities world:Clear() --Send analytics event Analytics:SendProgressEvent("Complete",prevmapname) --Load the next map if Map:Load("Maps/"..changemapname..".map")==false then return end prevmapname = changemapname --Send analytics event Analytics:SendProgressEvent("Start",prevmapname) --Resume garbage collection System:GCResume() --Resume the clock Time:Resume() changemapname = nil end if gamemenu:Hidden() then --Update the app timing Time:Update() --Update the world world:Update() end --Render the world world:Render() --Render statistics context:SetBlendMode(Blend.Alpha) if DEBUG then context:SetColor(1,0,0,1) context:DrawText("Debug Mode",2,2) context:SetColor(1,1,1,1) context:DrawStats(2,22) context:SetBlendMode(Blend.Solid) else --Toggle statistics on and off if (window:KeyHit(Key.F11)) then showstats = not showstats end if showstats then context:SetColor(1,1,1,1) context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) end end --Refresh the screen if VSyncMode==nil then VSyncMode=true end context:Sync(VSyncMode) end
  4. Have you changed your startup map in the main.lua file?
  5. Ttiki

    Mine

    That's so cool! I'm curious, how did you create the walls, floor and ceiling of the mine? (Displacement or models or something else?)
  6. Ttiki

    Texture.IO

    I had the same idea not long ago, but I wanted to finish my skybox compiler first before starting development. Can't wait to see the result ?
  7. You can find the documentation here: https://ultraengine.com/learn When you launch Ultra App Kit, go into the Learn tab and you will find quick links to the documentation, videos, and to create a post in the technical assistance forum.
  8. I have a quick question, aren't default slider affected by SetRange?
  9. Hello, sorry for the late response. I've never done VR games before, but I'm pretty sure your problem comes from the name of your map. Try deleting the "#" symbol and spaces. If it doesn't work, your problem may come from a script somewhere that ends the game abruptly. I've encountered this problem before by deleting the world in one of my scripts. EDIT: Also, and I don't know if it's a big problem or not, but your are loading your map from the Materials folder !??
  10. Don't give up ?. Programming is about running into difficulties and problem sometimes. You need to planned out what you need and how you can do it before hand to avoid problems, but you will eventually run into something that will give you a hard time if you are working on a big script. To answer your problem, on this forum post ( ) reepblue gave a code snippet of a character controller with a respawn function. Here is the direct link to the comment with the code in it. Hope it will help you with your problem?.
  11. Quick update: I've just imported a new project and it seems to have update the interface...
  12. Hello, I hope you are having a good day. I will go straight to the point. I've been having a lot of fun playing around with UAK. However, when the project manager update came out, I started programming a little app on my Microsoft Surface 6. And I noticed the scale was all messed up. I did already notice a scaling problem when generating the example app in the previous versions of UAK, but now I'm pretty sure there is something wrong. I've taken the screenshot below with my windows display options. As you can see I've got windows scaled to 200%. Even when I tried changing it to a lower value it's the same. I'm sorry if I'm missing something big and pretty obvious but never had to work on Windows scale befo re Hope it's not me being dumb. Thank you very much and have a good day.
  13. Hello. I had the same problem when working on Twisted Minds demo. I figured out the problem came out from the material used on the vegetation model. Make sure to use shaders from Shaders\Vegetation for Vegetation and Veg Shadow shaders. Also use a shadow shader (shadow+alphamask.shader is the exemple from the doc.) You can find some documentation here https://www.leadwerks.com/learn?page=Tutorials_Editor_Terrain#section10.1 about vegetation material. Hope it helps.
  14. Hello again, hope you are all doing good. So, second post for tonight. I've chosen to install Ubuntu on my main computer as a dual boot as I need to use Linux for school and because I like Linux. I've chosen dual boot because I still want Windows to be running as my main OS for compatibility and ease of use. Today I've finally took the time to install the latest of ubuntu on my computer and I wanted to try Leadwerk on Linux as I was curious. I wanted to open a .werk project but met an error when trying to import it inside the project manager. The project was created on Windows and was already far in development. Anyway, I thought it was a compatibility problem with Linux and windows. To test this hypothesis I create a new, first person shooter game to try. When I launch it inside the editor the game crash instantly. Inside the console is this message: I don't really understand, I make sure of everything before installing ubuntu to avoid any problem. I'm sure the installation process was complete and successful without any errors. And I installed Steam and Leadwerk correctly on Ubuntu. I really don't know from where this error is coming. I'm a bit rusty with Linux, it's been a pretty long time since I used it, so am I missing something (probably). Anyway, thank you very much for your help. Have a good night/day.
  15. Hello, hope you are all doing ok. So, I don't really know if it's the right place to post this but I think I've just encountered a bug on the website. My brother wanted to try the Demo for Twisted Minds and he just received a file with the name TwistedMindsDemo_zip.DA3C5A6A3FD2D71136F973E729354A5F. We've been looking for a cause, I've recompiled the game, re-zipped the game, nothing helped. Well, I couldn't upload the game (105Mb), the server always returned an error message. To test if it was from my end or from Leadwerk's server end, I've tried download other games, and same result. I would always get a file like gamename_zip.RANDOMNUMBERANDLETTERS. I don't know since when this happened, but just a couple of weeks ago everything was working fine. I could download my and others games. Edit: Before submitting this topic I went to my game's page and try re-downloading the game but now I got this: (second image below)
  16. Hello. So, it's been around three to four days now I've been trying to publish my game as a standalone including only used file. I know it's a pretty basic function but the game is just a little demo. I already publish it here without include only used files, which made the game bigger in size. I manually deleted unwanted files that won't be useful to the game but I really don't want to always manually delete useless files and I'm sure it's not efficient. A lot of files aren't used but are still include. The problem is, whenever I publish a standalone game only including use files, the game crash the second it opens. When I went to see the log I saw it was because of an Assert problem: So I dig up inside the data.zip folder to see if the file was here, and in fact IntroTest/Materials/Resources/splash.tex was in the data.zip. The problem actually comes from IntroTest/Materials/Resources/Startup/startup1.tex. There wasn't any Startup folder. See the hierarchy of my files in the picture below to help you understand: I use this texture files for a splash screen. In the code I iterate through each frames with a Wait of 10ms between each frames using coroutines. You can find the code below. It's pretty basic and probably very bad, I wrote it a few months ago when I was re-learning Lua for a billionth times. --Intro start "video" screen. --Display Jostatu, Leadwerk logo. function Script:Start() menuenable = false alpha = 1 self.x = window:GetWidth() self.y = window:GetHeight() self.imgData = { pos = {x = 0, y = 0}, alpha = 0 } --Coroutine declaration self.intro = coroutine.create(Intro) end function Script:UpdateWorld() if coroutine.status(self.intro) ~= "dead" then coroutine.resume(self.intro, self) end end --This function will be called after the world is rendered, before the screen is refreshed. --Use this to perform any 2D drawing you want the entity to display. function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(Vec4(1, 1, 1, alpha)) if frametexture ~= Texture:Load("Materials/Resources/splash.tex") then context:DrawImage(frametexture, 0,0,self.x,self.y) else context:DrawImage(frametexture, self.x / 2 - 500,self.y / 2 - 200) --Align image to center (widnows width / height : 2 - widht / height of image : 2) end context:SetBlendMode(Blend.Solid) end -- helper function to wait x ms function Wait(ms) local time = Time:GetCurrent() while Time:GetCurrent() < time + ms do coroutine.yield() end end function FadeOut() for c = 1, 0, -0.01 do alpha = c Wait(10) end end function FadeIn() for c = 0, 1, 0.01 do alpha = c Wait(10) end end function Intro() --Jostatu intro video System:Print("Jostatu Animation beginning") [[--================================================================================================================= THIS IS WHERE THE FRAMES ARE ITERATING, AND TEXTURE ARE BEING LOADED WITH THE ACTUAL FRAME =================================================================================================================--]] local frame = "Materials/Resources/Startup/startup" for framenb = 1, 14 do System:Print("Looped "..framenb) frametexture = Texture:Load(frame..framenb..".tex") Wait(50) end System:Print("Jostatu animation done") Wait(1000) --First fadeout FadeOut() --Leadwerk splashscreen System:Print("Changing image to Leadwerk engine splash screen") frametexture=Texture:Load("Materials/Resources/splash.tex") --First fadein FadeIn() Wait(1500) --Last fadeout FadeOut() end In the editor the intro plays nicely, everything is ok. But when I publish the game, as a standalone, only including used files, well it crashes with the error we've talked above because Leadwerk do not include the Startup folder in the publish process: I've created a blank project, only including needed files for the startup intro. Same, so it's not coming from my game but from Leadwerk. You can download this blank project below if you want to see by yourself. I've also included the leadwerk project if you want to explore in the editor. Thank you very much for your help. I'm sorry if I miss something big and it's obvious ? IntroTest.zip
  17. Hello. I thought about a physic property for materials where you would choose the kind of material (water, wood, concrete, grass, etc.). Then, from lists of sounds (i.e. walking sounds for the player kind of list), Leadwerk would play them randomly depending on what materials the player is interacting with and depending on the physic of the material. I don't know how complicated this would be to add. I know I could try to make a system like that by I think having it natively into Leadwerk would be a good point for Leadwerk. Thank you and have a nice day.
  18. Thank you very much. I've been fighting for over two days now with Actors. I couldn't wrap my head around the concept of how to use them and how to implement them in-game. I've been following you since your blue portal mod and portal notepad videos, and I'm happy to say I'm not disappointed about following you because you are a true genius. I can't tell you how much you have helped me save hours for my projects. Thank you❤️
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